Introduction

The Lunar Magick spell book differs significantly from the other spell books. It does contain a few unique teleports and also the option to teleport groups of people. However, it is mainly based on helping friends and teammates and helping you with various tasks associated with non-combat skills (stringing amulets, for example). The spell book has no attack spells although with the new healing and pot sharing spells it may become indispensable to PKing teams.

Lunar Magick becomes available when the Lunar Diplomacy Quest is completed.Even more Lunar spells become availabe after completion of the Dream Mentor quest. All of the Lunar Spells require Astral Runes to cast. These runes can be bought from other players, crafted via the Runecrafting skill, or bought from Baba Yaga in the Chicken house (at cheap prices, beginning at 50gp each at full stock). The Lunar Magick spell book cannot be used at the same time as either of the other spell books (Normal or Ancient). To switch to Lunar Magicks you must pray at the Astral Rune altar in the southeast corner of Moonclan Island.

The Spells

After switching to Lunar Magicks, these spells will be shown in your spell book instead of normal or Ancient spells. Any of the spells that involve other players will only work if the recipient of the spell has their 'Accept Aid' option switched to ON. A feature of Lunar Magicks is the ability to teleport groups of players. The complete Lunar spell book is as follows:

Lunar Magick Spells

Pic

Lvl

Name

Runes

Description

Exp

0

Home Teleport

None (see below)

Teleports you back to Lunar Island.

0

65

Bake Pie

1 astral 5 fire 4 water

Quickly cooks all unbaked pies in your inventory one at a time with a 100% success rate, without needing a fire or stove. One set of runes is used for each pie. (Also gives normal cooking experience).

60

66

Cure Plant

1 astral 8 earth

Cures disease when cast on diseased plant.

60

66

Monster Examine*

1 astral 1 cosmic 1 mind

When cast on a monster it displays their combat level, hitpoints, max hit and whether or not it is a slayer monster.

61

67

NPC Contact

1 astral 1 cosmic 2 air

Allows contact with certain NPCs from anywhere (see below). More NPC's become available after completion of the Dream Mentor Quest.

63

68

Cure Other

1 astral 1 law 10 earth

Cures poison when cast on poisoned player.

65

68

Humidify*

1 astral 3 water 1 fire

When cast all items which can hold water (Vials, buckets etc.) in your inventory will fill. Does not work on some quest items

Teleport group (see below) to the Barbarian Outpost (far northwest of Ardougne).

77

77

Superglass Make

2 astral 6 fire 10 air

Instantly turns every pair of Bucket of Sand and Soda Ash(or seaweed) in your inventory into about 1.3 times as many Molten Glass**, without needing a furnace. Only one set of runes is used for the whole inventory. (Also gives 10 crafting experience per sand/ash used).

78

78

Khazard Teleport

2 astral 2 law 4 water

Teleport to Port Khazard.

80

79

Tele Group Khazard

2 astral 2 law 8 water

Teleport group (see below) to Port Khazard.

81

79

Dream*

2 astral 1 cosmic 5 body

Puts your charcater to sleep, increasing the rate at which your hitpoints replenish. You cannot do anything while you are asleep, and clicking on anything will wake you up.

82

80

String Jewelry

2 astral 10 earth 5 water

Quickly strings all amulets in your inventory, without needing any wool. One set of runes is used for each stringing. (Also gives 4 crafting experience per amulet).

83

81

Stat Restore Pot Share

2 astral 10 earth 10 water

Cast on a restore, super restore, prayer, energy, or super energy potion - gives one dose of that potion to up to four players within one square of you (including the four diagonal spaces).

84

82

Magic Imbue

2 astral 7 fire 7 water

Enables you to combine runes without a talisman for a short period of time.

Cast on an attack, super attack, strength, super strength, defence, super defence, agility, fishing, ranging, or magic potion - gives one dose of that potion to up to four players within one square of you (including the four diagonal spaces).

88

85

Fishing Guild Teleport

3 astral 3 law 10 water

Teleport to the area directly outside the Fishing Guild.

89

86

Tele Group Fishing Guild

3 astral 3 law 14 water

Teleport group (see below) to the area directly outside the Fishing Guild.

Teleport to Ice Plateau (level 50 wilderness, west of the agility course).

96

90

Tele Group Ice Plateau

3 astral 3 law 16 water

Teleport group (see below) to Ice Plateau (level 50 wilderness, west of the agility course).

99

91

Energy Transfer

3 astral 2 law 1 nature

Transfers some of your run energy and all special attack energy to target; damages you.

100

92

Heal Other

3 astral 3 law 1 blood

Transfers up to 75% of your hitpoints to the target, they take as much as they can.

101

93

Vengeance Other

3 astral 10 earth 2 death

Gives target the power of vengeance (see below).

108

94

Vengeance

4 astral 10 earth 2 death

Gives you the power of vengeance (see below).

112

95

Heal Group

4 astral 6 law 3 blood

Transfers up to 75% your hitpoints to anyone within one space around you who is injured (starting with those that are more injured).

124

96

Spellbook Swap*

3 astral 2 cosmic 1 law

Lets you change to a different spell book (Normal or Ancient) for one spell.

130

* Note These spells only become available after completion of the Dream Mentor Quest.** Note This amount is only an average.

No runes are required for the Home Teleport spell, but you have to wait 30 minutes before casting it again - this counts if you have used the Lumbridge or Edgville home teleports recently as well. The spell animation takes some time, so it cannot be used to leave combat. It is useful for quickly getting back to the Moonclan Island.

Tele Group: When a 'Tele Group' spell is cast, the caster will be teleported and then all players that were standing within one square (including the four diagonal squares) of the caster will receive the option to also be teleported to the location. However, if one or more players inside the spell's area of effect have their Accept Aid option OFF then no one will be teleported.

Vengeance: Vengeance is a special spell. When cast it gives the target the power to inflict about 75% of the damage received back onto the attacking enemy (similar to ring of recoil effect). The spell lasts only until the damage is inflicted for the first time, it will disappear after damage has been done.

NPC Contact: The following are the NPC's that you can talk to and what each allows you to do:

All five slayer masters: Turael, Mazchna, Vannaka, Chaeldar, and Duradel - you can contact them and ask them for an assignment (assuming you have the required levels to talk to them normally).

The mini-game instructors: Lanthus, Murphy, and Honest Jimmy - you can ask them how their mini-game (in the order, Castle Wars, Trawler Fishing, and Trouble Brewing) is faring. The options are to ask them how long until the next game begins, or to ask how many people are in each team's waiting room (though Murphy can't be asked the waiting room question).

Bert the Sandman - you can only contact him if you have finished the Hand in the Sand quest. When you contact him you can ask him to bring your daily allowance of sand to the bank.

Advisor Ghrim - you can only contact him if you have finished the Throne of Miscellania quest. When you contact him you can Manage your Kingdom and collect your gathered materials or change your workforce's jobs, but you cannot deposit or withdraw cash.

Lunar Clothing

During the Lunar Diplomacy Quest, you are required to craft a set of Lunar Clothing and make a Lunar Staff. You may keep the clothing at the end of the quest. Lunar Clothing requires 65 magic and 40 defence to wear. Should you lose your Lunar Clothing you can speak to the Oneiromancer to buy it back. The Lunar Clothing set consists of the following items:

Lunar Clothing

Item

Attack Bonus

Defence Bonus

Other Bonuses

Stab

Slash

Crush

Magic

Range

Stab

Slash

Crush

Magic

Range

Strength

Prayer

Helm

0

0

0

+3

-2

+8

+7

+10

+2

0

0

0

Top

0

0

0

+10

-10

+34

+22

+40

+12

0

0

0

Trousers

0

0

0

+7

-7

+20

+19

+23

+9

0

0

0

Gloves

0

0

0

+4

-1

+2

+1

+1

+2

0

0

0

Boots

0

0

0

+2

-1

+1

+2

+2

+2

0

0

0

Cape

0

0

0

0

0

0

+1

+1

0

+2

0

0

Ring

0

0

0

+2

0

0

0

0

+2

0

0

0

Amulet

0

0

0

+1

0

0

0

0

+1

0

0

0

Staff

+3

+2

+16

+13

0

+2

+3

+2

+13

+1

+15

+3

Note: The Lunar Staff does not allow you to autocast any of the spells from the Lunar Magicks spell book. It does, however, have all the properties of a Dramen Staff (such as allowing access to Zanaris, and to the Fairy Rings if you have begun the Fairy Tale part II - Cure a Queen Quest).

Purchasing replacement lunar clothing from the Oneiromancer costs about the same as Mystic robes. The body is 120K, the helm is 12K, the ring is 2K, etc.

Using Lunar Magicks

Slayer:

The NPC contact spell is of great use to slayers as it allows the slayer to change assignments remotely. This includes Buthorping unwanted assignments, so no more games necklace teleporting to Burthorpe. The limited number of teleports in the Lunar spell book can be augmented by use of the Fairy Rings (Amulet of glory teleport to Edgeville for quick access to the rings); and remember that the Lunar Staff is also a Dramen Staff. Lunar Magicks do have disadvantages for slaying. The Magic Dart spell is unavailable, as are many other useful spells. However, the time-saving element of Lunar Magicks could make up for this.

PKing:

It is obvious that a Lunar Mage alone in the Wildy is not going to be a particularly effective PKer. However, in combination with other PKers the Lunar Mage can raise the efficiency of the team. The Lunar Mage can both eat and use potions for the fighters in the group, leaving them free to engage in continuous combat. Additionally, the Lunar Mage can give the team the power of Vengeance, which is an added bonus, especially in close fights! Last but by no means least, by using the Share Energy spell the Lunar Mage can give the fighters in the group extra special attack energy. This means up to eight dds specs at one time!

Farming:

Lunar magics is good for farming. Firstly, the teleports are just right. The Fishing Guild teleport goes right next to the North Ardougne farming patch, and the Catherby teleport is a quick hop to the patches instead of the walk from Camelot. The spells are also helpful. Level 66: 'Cure Plant'is great, and Level 83: 'Fertile Soil' really clinches it with no more need to collect super compost - you have all you would ever need.